-- GENERATED SPELL FOR [Nightstalker] --


function spell0_17203(pUnit, Event) --@Claw,n/a--
pUnit:FullCastSpellOnTarget(16828,pUnit:GetMainTank ())
pUnit:RegisterEvent('Sorts_17203', 578, 1)
end

function spell1_17203(pUnit, Event) --@Cower,n/a--
pUnit:FullCastSpellOnTarget(1742,pUnit:GetMainTank ())
pUnit:RegisterEvent('Sorts_17203', 0, 1)
end

function spell2_17203(pUnit, Event) --@Growl,n/a--
pUnit:FullCastSpellOnTarget(2649,pUnit:GetMainTank ())
pUnit:RegisterEvent('Sorts_17203', 0, 1)
end

function spell3_17203(pUnit, Event) --@Growl,n/a--
pUnit:FullCastSpellOnTarget(14916,pUnit:GetMainTank ())
pUnit:RegisterEvent('Sorts_17203', 0, 1)
end

function spell4_17203(pUnit, Event) --@Prowl,Self--
pUnit:FullCastSpellOnTarget(24450,pUnit)
pUnit:RegisterEvent('Sorts_17203', 0, 1)
end

function spell5_17203(pUnit, Event) --@Rake,n/a--
pUnit:FullCastSpellOnTarget(59881,pUnit:GetMainTank ())
pUnit:RegisterEvent('Sorts_17203', 9000, 1)
end

function Sorts_17203(pUnit, Event)
local choix_sorts_17203 = math.random(0, 5)
if choix_sorts_17203 == 0 then
pUnit:RegisterEvent('spell0_17203', 1, 1)
end
if choix_sorts_17203 == 1 then
pUnit:RegisterEvent('spell1_17203', 1, 1)
end
if choix_sorts_17203 == 2 then
pUnit:RegisterEvent('spell2_17203', 1, 1)
end
if choix_sorts_17203 == 3 then
pUnit:RegisterEvent('spell3_17203', 1, 1)
end
if choix_sorts_17203 == 4 then
pUnit:RegisterEvent('spell4_17203', 1, 1)
end
if choix_sorts_17203 == 5 then
pUnit:RegisterEvent('spell5_17203', 1, 1)
end
end

function mob17203_Action(pUnit, Event)
pUnit:RegisterEvent('Sorts_17203', math.random(1500, 3000), 1)
end

function mob17203_Leave(pUnit, Event)
--pUnit:RemoveEvents();--
end

function mob17203_Kill(pUnit, Event)
--pUnit:RemoveEvents();--
end

function mob17203_Die(pUnit, Event)
pUnit:RemoveEvents();
end

RegisterUnitEvent(17203, 1, 'mob17203_Action')
RegisterUnitEvent(17203, 2, 'mob17203_Leave')
RegisterUnitEvent(17203, 3, 'mob17203_Kill')
RegisterUnitEvent(17203, 4, 'mob17203_Die')
